Abilities
Stone Camouflage. The Cliffstrider Behemoth has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Mountain's Grasp. The Cliffstrider Behemoth can climb difficult surfaces without needing to make an ability check.
Tremor Sense. The Cliffstrider Behemoth can sense the presence of creatures without seeing them within a radius of 60 feet. This sense only works on creatures that are in contact with the ground.
Multiattack. The Cliffstrider Behemoth makes two attacks: one with its bite and one with its rubble barrage or two with its slam.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 6) piercing damage.
Rubble Barrage. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage. The behemoth can choose to make this attack as an area effect, targeting all creatures within a 20 ft. radius of a point it can see within range. Targets must make a DC 17 Dexterity saving throw, taking half damage on a successful save.
The Cliffstrider Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The behemoth regains spent legendary actions at the start of its turn.
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Move. The Cliffstrider Behemoth moves up to its speed without provoking opportunity attacks.
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Quake (Costs 2 Actions). Causes the ground within 20 feet of it to tremble and shake. Creatures within the area must succeed on a DC 17 Strength saving throw or be knocked prone.
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Avalanche (Costs 3 Actions, Only Usable Outdoors in Mountainous Terrain). The behemoth lets out a powerful roar, causing an avalanche or rockslide within a 60-foot radius. Creatures in the area must make a DC 17 Dexterity saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain.
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